<?xml version="1.0" encoding="UTF-8"?>


<shader language="GLSL">
<vertex><![CDATA[
	attribute vec2 aPosition;
	attribute vec2 aTexCoord;
	varying vec2 vTexCoord;

	void main() {
		gl_Position = vec4(aPosition, 0.0, 1.0);
		vTexCoord = aTexCoord.xy;
	}
]]></vertex>

<fragment filter="nearest" output_width="300%" output_height="300%"><![CDATA[
	#ifdef GL_FRAGMENT_PRECISION_HIGH
	precision highp float;
	#else
	precision mediump float;
	#endif

	uniform sampler2D rubyTexture;
	varying vec2 vTexCoord;

	void main() {
        vec4 color = texture2D(rubyTexture, vTexCoord);
		gl_FragColor = color;
	}
]]></fragment>
</shader>
